New idea for you :)

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jaffar91

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Apr 10, 2011
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Hey GM's i think ive got a fun idea :)

i was playing diablo 3 a few months back and there used to get these goblins appear, basically a goblin with a loot bag of gold running around lol i was thinking maybe you couldhave them the difficulty of killing a chestnut tree and run away like a deer with good meat does?

A couple of options to go by:-

Maybe have say 50 random 'Goblins' spawn throughout the game and drop an amount of gold (and possibly a low drop rate of stones?) worth being happy with for finding them,

OR,

Seeing as how ive always seen the lottery in every single mir 2 server ive played its not really been used in my opinion, so maybe instead of having the lottery you could have 1,2 or 3 Goblins spawn at random throughout the maps (or maybe throughout the provinces so its not in some end game KR) and have it drop a great amount of gold? It being a random spawn its completely fair, imagine seeing level 40's as a lvl 7 and finding one of these it would be a great boost :)

obviously not knowing what the economy will be like maybe a 12 hour spawn if there high gold?

any similar ideas anyone?
 

Dodge

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Like the little imps on golden axe on sega megadrive. Not a bad idea for a quick gold boost but would expect to see them very hard to search for. Maybe look like a normal deer, oma, hen etc until hit At which point they turn and run at speed With the imp skin.

Only a bit of fun but something new and different down the line.
 

Carribean

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Feb 18, 2013
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its an idea for the future. im also a firm believer gold should be hard to obtain :D
 

Merc_Draven

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Sep 19, 2013
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would need some magic resist as well so wizzards and archers dinnae get an easy kill :p
 

jaffar91

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i was thinking only the difficulty of like a chestnut tree as they wont be uber droppers, its just a for fun feature :)
 

BIGMAN11

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Could just have it as a map event,

e.g. after X amount of mobs killed in a temple / cave. one is spawned on a lower level floor (to give all levels equal chance)

this method would see noobs benefit just as much as higher levels. make the mob die on X number of hits as opposed to X damage taken so a level 1 could kill as fast as a level 50.

drop 50-100k :) few bene and job done
 

WargodSius

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Aug 5, 2013
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God damn. I've literally just finished adding this feature to my server lol, ExpGoblin, GoldGoblin and LootGoblin. Each one drops a scroll to tele you to various zones, where you fight various Diablo themed mobs with increased chances for whatever the goblin was.

Just trying to get it to given an option to tele back to where you were when using the scroll now.

Still, a good idea is a good idea :D
 

Xx69xX

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Dec 2, 2005
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I had a look at the code last night, I managed to get the monster running away at a quick speed whenever it sees you. Getting it to drop things whilst running could be difficult. But making it pop at the end is not.

Not sure if this is something we will add, but I don't mind the idea of it.

ill keep you all posted

-Apocalypse Team
 

BIGMAN11

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doesnt have to run fast otherwise how will melees ever kill it lol
people find it hard to hit a boss when a noob wizard is pulling it away from while your in a group at slow speed nevermind superfast

just needs to be medium speed walk away 3 hits for a melee to kill or 5 hits from a magic / ranged(archer) attack

after say 300ish mobs killed(by anyone/everyone) in X cave/Temple it then spawns one loot mob on 1F - would be best to use orc miner skin as its only 1 i know of thats carrying a swag bag lol.
 

TheDayIDie

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Hey GM's i think ive got a fun idea :)

i was playing diablo 3 a few months back and there used to get these goblins appear, basically a goblin with a loot bag of gold running around lol i was thinking maybe you couldhave them the difficulty of killing a chestnut tree and run away like a deer with good meat does?

A couple of options to go by:-

Maybe have say 50 random 'Goblins' spawn throughout the game and drop an amount of gold (and possibly a low drop rate of stones?) worth being happy with for finding them,

OR,

Seeing as how ive always seen the lottery in every single mir 2 server ive played its not really been used in my opinion, so maybe instead of having the lottery you could have 1,2 or 3 Goblins spawn at random throughout the maps (or maybe throughout the provinces so its not in some end game KR) and have it drop a great amount of gold? It being a random spawn its completely fair, imagine seeing level 40's as a lvl 7 and finding one of these it would be a great boost :)

obviously not knowing what the economy will be like maybe a 12 hour spawn if there high gold?

any similar ideas anyone?

So my feedback;
I prefer the idea of spawning x goblins randomly across the server and getting it to randomly distribute a goblin to any map at random in the map list (map checks will need to be put in place to stop it spawning them on maps we don't want them on e.g. shops, palaces etc).

I don't know how difficult it would be to get the goblin to randomly pick a monster from it's current map spawn and read it's stand/walk image and then when struck it runs as its normal goblin images.

Dropping item's randomly every few movements shouldn't be too hard (I haven't looked at any code so don't hold me to this).

I don't know what the difficulty of the goblin would be but it would either be stupidly easy so all users can have a chance at killing it or it will be hard meaning low level users have no chance.

Making the monster have a fear time so that it flees for X seconds when hit (2-3 times) and vanishes by teleporting away after the third failed attempt at killing should be straight forward.

The possibility of producing a portal after the goblin has died to travel to a goblin world may be again harder (not sure how it would spawn (possibly like a need hole scenario where it randomly produces a hole of some sort that players can walk in to) and long it should stay for, the rarity of the portal and what kind of things should be expected from the portal whether it's a good rare occurrence (global shouted the location of portal) and has a big boss and lots of goblins to kill).

There are a lot of things to consider when creating this mob, it's not as straight forward as you say. It has a lot of components (based on the diablo 3 version) and balancing it can be hard.

after say 300ish mobs killed(by anyone/everyone) in X cave/Temple it then spawns one loot mob on 1F - would be best to use orc miner skin as its only 1 i know of thats carrying a swag bag lol.

This was a wemade mir 3 thing however it was tied in with the kings rooms so that you need to kill X mobs to spawn the boss and enter the kings room. There were some special waves / announcements at certain points (e.g. RedMoonGuardians have been released on F4 to protect the crypt). These loot mobs you're talking about where random occurrences, a little like the Mob0, they would spawn every hour or so in a floor and when killed have some special event. In mir 3 they would usually spawn a chest randomly or on top of you. There were 3 types of chests that could be spawned
1, a loot chest with gold / calabash,
2, An ambush chest -
a. Lots of monsters
b. A cloud of high damage firewall on top of/ around the chest.
c. A sub-boss of that area was spawned near you.

I liked this feature in mir 3 - it was something different however having it in as many caves as mir 3 did made the server boring - especially at the rate at which they spawned (would take forever to get some kings rooms open). Having it in the odd cave makes caves unique and gives people a reason to farm the monsters. Something to think about in the future..
 

Pottsy

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Pretty sure Ghoul Cave opened with a hole in the ground in euro mir2?

But that was at very specific coordinates.
 

Akaras

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Jan 14, 2014
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The possibility of producing a portal after the goblin has died to travel to a goblin world may be again harder (not sure how it would spawn (possibly like a need hole scenario where it randomly produces a hole of some sort that players can walk in to) and long it should stay for, the rarity of the portal and what kind of things should be expected from the portal whether it's a good rare occurrence (global shouted the location of portal) and has a big boss and lots of goblins to kill).

I would create a new mob with a portal type animation (facing one direction) then spawn it in occasionally when a treasure goblin dies at the death location & at a certain location in the map your planning to send the player... both portals would need to store the coordinates the goblin died so you can send the player between them... plus start a timer to kick players out of the map back to that location?... the normal range check for attacks could be used to check a player is close to the portal and then teleport the player over using the same code as used in @mapmove

pretty much how the portal to the mystery ship worked in mir3 global but that had no exit portal unless you got to the end which only sent you back to town

thinking about this idea... it would make a very interesting cave if you made the only way to get to the boss was to kill a series of subs that each dropped a portal leading to the next floor... you would have to search for the portal everytime rather than running straight past everything to a fixed doorway
 

Stavros

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Jan 25, 2014
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on diablo 3 they were different difficulties depending on what map/difficulty you were on, would it be possible to adjust them on each map so like OC easy Hell or equivalent = difficult?
 

TheDayIDie

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It could be a possibility. Maybe if I can read the map spawn list, get a monster in that list and read the level of that monster and adjust it's stats accordingly. However if one of the goblins manage to spawn in a kings room and read from the boss stats, it will then be impossible to kill because it would be some ridiculous level like 200. I could cap it so it doesn't level over 60 or something though which could then be patched in the future when we get into higher content.